Mighty defenses can be easily changed for Mobile Strikes or DotE. I just tought it could be fun with all the blocks we have.
High armor, good crit, only 10% less crit damage (only 5% less damage), and 1900 power. We can spend up to 35% of our time not taking ranged damage without dodging (2*4 seconds of 0 damage thanks to endure pain and defy pain over 60 seconds, 3 seconds of blocking over 33 -you have to count the fact the skill goes on cooldown after the block ended- and 1.5 over 11.5 seconds with the mace block). Without counting the mace block, we are at 22%.
Yah that was a mistype on my part about the amount of reduction, it was like 5am after a midnight shift so such things happen :P.
The problem with that version I don’t think Skull Crack would be up nearly as often because you lose Burst Mastery. The build revolves around constantly using it and not to mention makes it’s cooldown roughly the same as 100b. Also, with Forceful GS and Unsuspecting Foe makes every hit of 100b critical, which gains you Might, so the increase of damage during the attack would be greater than 5%.
The adrenaline loss issue is actually something I’m unsure about. That’s why I said it should be tested, because I never had a problem with landing skull crack every time it was off cd. The question is: will GS let me stick enough to my opponent to gain 3 bars of adrenaline in 8-10 seconds?
Hopefully the enemy will help me with Cleansing Ire, though…
And I gain more out of burst damage potential.
I got a time to mess around with both, I was using Skull Crack A LOT LESS without Burst Master, which for me is a big negative.
Just an angry old man…
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)